The Horrifying Orcs of Hubris and their Alchemically Created Abominations

When I began pondering enemies I wanted in Hubris I knew I wanted to keep some of the “classic” creatures that everyone is familiar with. However I wanted to put a spin on them and make them fresh, new, and/or horrifying. When I was writing the Land of Perpetual Stone and Mire I decided that I wanted orcs to reside there. That they were sending incursions into the “civilized” lands and wreaking havoc. Then I got to thinking about the state of the creature… What did I want to change…? What brought the change…? I decided to link them with the Klind and their sex prophets and flesh weavers.

Carries a mini-version of orc inside- explodes out on first point of damage.

2

Enlarged

10’ tall- increase attack and damage one step higher on die ladder.

3

Conjoined legs

Walks on hands (MV 20’), has spiked tongue 15’ reach (1d6).

4

Tusks

Additional attack at 1d16 (1d4 damage).

5

Jagged claws

1d6 damage, bleed 1 point per round until healed or staunched (3 rounds for bandaging).

6

Acidic vomit

As Vile Gut Clan Goblin (pg XX).

7

Thick flesh

Ignore 1d3 points of physical damage.

8

Elongated arms

Reach increased to 15’.

9

Twins conjoined at waist

Double HP, 3 or 4 attacks.

10

Magically infused

Ability to cast spells (as level 1 wizard).

11

Contaminated blood

Injury to orc creates toxic yellow gas. All within 20’ radius must succeed a DC 14 Fort save or suffer 1d3 Stamina damage per round while in effected area.

12

Grotesque muscles

Treat as 20 strength- increase attack and damage to +5

13

Regeneration

Heals 1d3 damage per round.

14

Squishy flesh

When physically struck deals additional 1d3 damage.

15

No eyes

Blind, but gains tremorsense 30’.

16

Tongue secretion

Targets licked must make DC 12 Fortitude Save or become paralyzed until successful save.

17

Head on stomach

Can’t be beheaded.

18

Backwards bowed spine

Runs on all fours (MV 40’). Sees everything upside down.

19

Black eyes

Infravision (120’), -2 to attack in bright light.

20

Damage resistance

Immune to natural or physical attacks of creatures with 1d3 HD or less.

What these creatures may have been before the Klind flesh-weavers experimented and warped them beyond the point of return has been lost to history. Orcs are vicious and hideous fiends with open sores, bits of metal shoved through their flesh, and horrific corruptions growing on their body. These creatures roam the Land of Perpetual Stone and Mire, attacking anything they come across. Orcs send war parties into the Blighted Sands and Great Plains of Unbidden Sorrow attacking trade lanes, razing villages, and taking prisoners. While some of the prisoners are mercifully murdered and eaten, it is those that are subjected to the horrors of the alchemical baths that truly should be pitied. Somehow the orc shamans have learned the secrets of Klind flesh-weaving and subject their prisoners to alchemical baths, transforming them into grotesque abominations that bolster orc ranks.

Orc shamans are level 4 clerics able to cast evil spells. For every 30 orcs there is 1 shaman. For every 15 orcs there is one shaman initiate (level 1 clerics). For every 10 orcs there is a Fanged Raider as a level 1 warrior. For every 50 orcs there is a Grand Warrior as a level 5 warrior.

Orc Created Abominations– These horrifying monstrosities are the result of prisoners and captured animals that have been subjected to the orc alchemical baths, contaminating them and transforming them into grotesque creatures. Not even a sliver of their former self remains once they have been transformed into abominations. These creatures are loyal to the orcs. If there is a Shaman or Grand Warrior in the ranks, abominations gain +5 to their morale rolls.

Creating an Abomination

Almost any creature can be transformed into an abomination (ultimately it is the Judge’s call on what can or cannot be transformed). Use the base creatures stat blocks but add the following: +1d4 to initiative score, attack, damage, and saves (roll each individually) and add +1-3d6 to HP. The abomination also retains use of any special abilities so long as they do not require concentration. Roll on 2d16 on the table below a number of times equal to the creatures base HD for Horrific Features. Some results have an added effect.

Effect on Failed Save: You’re brain hurts and you scream and claw and scratch at your scalp and face (you suffer -4 to all actions). After 2d3 days a second Fort save must be made. Failure means that your brain explodes and sends fiery fragments everywhere in a 5 ft area doing 1d6 damage.

Recovery: 4 consecutive Fort saves.

*Peasant base stats can be found in DCC, pg 434).

Unicorn**: Init +6; Atk horn +7 (2d4 + curse DC 20 Will or suffer one effect), Effect- roll 1d4: 1) -4 to all rolls; 2) -2d3 from one Attribute; 3) 50% chance each round that the target will be unable to act; 4) There is a 25% chance that each day something horribly unlucky will happen to you) or hoof +4 (1d4+2 dmg); AC 14; HD 4d10+(3d6 abomination HP); MV 60’; Act 1d20; SP Gaze (DC 14 Will or unable to act while looking at the unicorn, only broken upon successful save), Unlucky Aura (DC 20 Will or Luck stat becomes a 3 while within 30’ of a unicorn. The unicorn cannot suppress this ability), Infravision 120’, Death Curse (20% of occurring upon death- use curse stated above but roll twice with two saves); SV Fort +7, Ref +6, Will +10; AL C.

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles).
My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn.
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